Muhammad Anshar
Magister Ilmu Komputer Departemen Ilmu Komputer Dan Elektronika, (FMIPA) Universitas Gadjah Mada, Yogyakarta

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PROGRESSIVE CONTENT GENERATION BASED ON CYCLIC GRAPH FOR GENERATE DUNGEON Muhammad Anshar; Raden Sumiharto; Moh Edi Wibowo
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Vol 17, No 1 (2023): January
Publisher : IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijccs.81178

Abstract

Dungeon is level in game consisting collection of rooms and doors with obstacles inside. To make good level, takes a lot of time. With Procedural Content Generation (PCG), dungeons can be created automatically. One of the approaches in PCG to create levels is progressive. Progressive approach produces timeline as representation of the interactions in the game. Timeline representation that is in the form of one straight line is good for endless runner, but for dungeon, the levels are linear. In this research, the timeline is changed to cyclic graph. Cyclic graph is formed using graph grammar algorithm. This research aims to build dungeon that has not linear and minimal dead ends. To eliminate linearity in dungeons, branching in dungeons needs to be formed. The steps carried out in this research are designing graph grammar rules, generating population of graphs, evaluating graphs with fitness values, and building dungeons. Four functions are used to determine the fitness value: shortest vertices, average duration, replayability, and variation. Dungeons produced with progressive approach manage to minimize linearity in dungeons. Dungeon formation is very dependent on the rule grammar that forms it. With the evaluation process, linear dungeons resulting from grammar rules can be minimized.